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WalrusJones

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Everything posted by WalrusJones

  1. Start fires everywhere, burn it all to the ground, and see if he can find a safe place to teleport to now..... MUAHAHAHAHAHAHHA. *snicker*
  2. I would really like to include this in my mod (Given, it adds an increased need for more role images in the early game.) Would you mind if I included this?
  3. Hey.... -.- I have that as an eventual goal.
  4. This is awesomely done. I am getting hungry!
  5. Brilliant, I needed something to do sound. Edit: I will probably be able to be able to do a release with updated sound assets by the end of the weekend, but getting alien armor done will take a bit longer, probably. Thanks to all who linked useful tools for doing sound! Submachineguns, and heavy pistols now have proper sounds (And I am likely to do a new one for the battle rifle and soviet shotgun.) Edit2: Huh... The game doesn't seem to like new sound types being added to it. Edit3: You need to edit sound_gc.xml to add new sound, as an FYI.
  6. This sounds like something that may need more advanced XML structures to do.
  7. Something tells me that I will make good progress tonight, or a massive crash bug. Edit: Getting ready to do a 1.1 with updated sounds.... If my new XML doesn't cause a crash, we will see beanbag shot, and rubber bullets for the heavy pistol ammo weaponry. (To take your joke runs to a whole new level, of being a no kills run.) Edit: Ohh man. I really like the Submachinegun-burst sounds. Edit: I AM MOVING THE BEDS TOGETHER. TESTING AMMO.BALLISTIC.TROJAN TONIGHT! WISH ME LUCK! (Note, not related to sex: Actual mod relevancy. Rubber bullets, trojan, right?) Edit: The new ammo types are a no-show, ammo simply refuses to show up in the other items tab. I will try to debug, but I may not be able to do ballistic multi-ammo support until we get a gui upgrade. Edit: I have an idea. It is going to be a little ghetto..... BUT. It may work. Edit: I have gotten it to crash: This is an obvious sign that I am getting closer to getting it to work. - Now its crashing real fast, obviously it means I am close, and the issue is in weapons.xml
  8. If this happens, I will probably be close enough to finishing where I want to take this mod to actually be able to figure out how to use them.
  9. Redrawing existing sprites would be the HARD way. Trust me. Please. Just trust me.
  10. Making shotguns (Well, Gun) fast to use, weak weapons kinda felt like a flaw to me... I made a mod to fix this (It does a lot to all ballistic weapons.) As for the map/AI issues... I feel your pain.... But it is beta.
  11. Hmm. That explains why it is so high quality that I couldn't possibly mimmick it. I kinda suspected it as well. Unfortunately, I am already tied up trying to learn how to edit audio, dealing with natural sickness, and coding the next version... So I am simply going to be unable to animate. (And I don't have much money.) Edit: Sorry if I came off as rude, but I find it somewhat depressing... All the things that I simply won't be able to do that I would love to do.
  12. Well. More animating.... The apparently 3D models are actually just high quality 2D animations.
  13. The 2D art is a mix of sprited art, and photoshoped real world weapons. Some is by me, some of the better work is from LaggyWolf. Where there is a will, there is a way. There is some will for this.
  14. Well. My head registered that as a promise.... But then again. I am still somewhat out of my mind from earlier this week.
  15. Yeah, I am simply discussing this as to brainstorm as to how it would be best to do it in a mod. I have a plan for lasers, but most of my ammo types need to wait for when chris moves some of the weapons stats to the ammo type. (As he has promised in one thread...) (As I am changing the batteries to coolant cells.) They will stay more or less the "So simple to deploy your dog could deploy it," weapons. Plasmas need to use some sort of gas to work, thus, gases differences can justify changes in damage (And add some very obscure ammo types.) - They would GENERALLY be horizontal ammo's, with a few alienium vertical ammo's (To compliment the Alloys vertical ammo's of the ballistic weapons.) T4 will be a secret. Chemically propelled ballistic weapons are going to be a mess of ammo types, much like real life, which if used properly can GREATLY extend the lifetime of ballistic weaponry in your game.
  16. Well. Some weapon classes would have ammo logistics be a major part of using them, some would use variety. The issue I have with using large varieties of free ammo on every gun is that there are VERY few damage types. While I do have some weapons that have very large varieties of free ammo, more generally flexible, does it all guns do have a more vertical ammo scheme (Shotguns and SMG's generally have horizontal free ammo sidegrades, Rifles generally use vertical ammo schemes (To restore some base management, strategies, effect on tactics.))
  17. Well, these things are transparent. People are aware that P+ ammo is stronger, but how much stronger? Barely, but its easy to make en-masse. More importantly, while my mod does have an AK-103, isn't able to use most of the ammo types mentioned, this is just a basic explanation of what multiple rifle ammo would allow.
  18. Well. Currently, they use existing world models, if this is what you are asking. It isn't viable for a modder to create world animations for a gun: 116 spites, with ~20 images and postures each. So, I coded them to use sprites of other weapons (Which isn't unreasonable, some of the ingame weapons do this already) If you are asking something else, you will need to clarify.
  19. This is why you make certain types of weapons light enough to be carried as a secondary weapon: Laser resistant aliens? Pull out that small ballistic carbine in your pack and shoot it twice in the face.
  20. There are many damage types, and game balance. Lets say I have a rifle: <Weapon.AK103> It has three ammos: One which inflicts 32 damage, but is set to <Unlimited> One which inflicts 36 damage, is <Normal>, but can be manufactured in batches of six mags every three man days of manufacturing effort for $300 One which inflicts 28 damage, has 16 armor mitigation, is normal, and is manufactured at a rate of three mags every three man days of manufacturing effort for 1K. One which inflicts 32 damage, has 16 armor mitigation, is normal, and uses alien alloys. One which inflicts 15 Incendiary damage, which reapers are weak against in my mod (Note, this may or may not be the case.) ETC ETC. ALL the sudden, you get a base management scenario where you stock up varying types of "Money bullets" to deal with various large threats, and an OK standardized ammunition for dealing with trash foes.
  21. Hey, At least it isn't a stereotypical revolver of godmode... Early versions of it would result in... Well... Civilians... Shooting directly behind themselves on snapshots. (My testing process is just weird...)
  22. I wouldn't say it is going to be specific to a single unit type, but rather, to units that do a certain thing (Which are getting a pretty nasty buff in my mod, but will be much rarer.) And, by "Late game ballistics will be more expensive to use," I mean that they will require base micromanaging to use efficiently, as the late game ballistic development is going to be more about ammo then guns... Which is expendable, and while all guns will have a default, and cheaply manufactured ammo.... Those are still going to fade out in mid game... - Regardless, the advanced manufactured ammo's, whether they consume rescources, large numbers of hours, or big money.... Will be extremely effective, and the primary way of taking out enemies who are resistant to energy weaponry until tier-4 arrives. The Lasers will be the simple logistics to use weaponry: All lasers will use the same ammo (Which isn't a battery, but a disposable coolant cells... Which makes much more sense to have an infinite supply of then charged alienium power cells,) Have better then average accuracy, but be weak against enemies who do a certain thing (As will all energy weapons,) have fairly short magazine capacity, and generally be worse at putting out large volumes of fire (Two round bursts, and four round bursts, instead of three, and five. Due to capacitors charging limiting the effective rate of fire.) - Mid game standard issue arms, and the advanced lasers will have their own desirable traits as well. The Plasma weaponry will have somewhat more complex logistics then lasers, and shorter then average range then the other weapons. However, they will be weapons of brute force. They will share some weaknesses with lasers... Excluding the ones that get way of the brute force part. The Secret Tier 4 weapons new traits... Will be as secret as the weapons themselves, but will be a godsend against certain enemies, and OK against virtually everything (Like you would expect the last weapon in the game to be.) - Late game standard issue arms... Some will have unique behaviors. Edit: Well. Now I am overexcited again, and am on my campaign to make V1.1 (Previously 2.0) a reality.
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